RimWorld Reviews
A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
App ID | 294100 |
App Type | GAME |
Developers | Ludeon Studios |
Publishers | Ludeon Studios |
Categories | Single-player, Steam Cloud, Partial Controller Support, Steam Workshop, Remote Play on Tablet |
Genres | Indie, Strategy, Simulation |
Release Date | 17 Oct, 2018 |
Platforms | Windows, Mac, Linux |
Supported Languages | English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Russian, Korean, Spanish - Latin America, Turkish, Finnish, Ukrainian, Czech, Danish, Dutch, Hungarian, Norwegian, Polish, Portuguese - Portugal, Romanian, Swedish |

210 517 Total Reviews
206 216 Positive Reviews
4 301 Negative Reviews
Overwhelmingly Positive Score
RimWorld has garnered a total of 210 517 reviews, with 206 216 positive reviews and 4 301 negative reviews, resulting in a ‘Overwhelmingly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for RimWorld over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
20529 minutes
Game itself is a staple at this point but the DLC pricing policy is absolutely horrendous.
👍 : 25 |
😃 : 4
Negative
Playtime:
16793 minutes
Started this game not expecting much and now 268 hours later it is by far one of my favorite games! Never expected I'd get sad when my one-armed pyromaniac by the name of blue lost his fight with a man-eating rabbit. Where were all my hunters? Off having a mental breakdown because they had to eat without a table (their choice, there were plenty).
Would I recommend? Absotootinglutely! Storytelling is A1, unpredictability is A1, just don't name your pixel pawns after real life people because THERE WILL BE CASUALTIES *cues maniacal laughter*
👍 : 10 |
😃 : 3
Positive
Playtime:
172676 minutes
One of my favourite games, every run is different and with mods you can pretty much play how ever you like.
👍 : 16 |
😃 : 0
Positive
Playtime:
19852 minutes
Imagine making people pay 25 dollars for your mods dressed up as DLC. This game is dwarf fortress with better HUD, it isn't worth 100 $.
👍 : 60 |
😃 : 10
Negative
Playtime:
18332 minutes
I remember buying this game in pre-release. And as far as im concerned they never delivered the final game they promised. Instead we have a ton of DLC that you have to pay for meanwhile the base game feels like it was never finished. Not a fan of the Devs, this game had a ton of potential but they chose money over the players.
Would not recommend. It would cost over 150$ to get the whole game.
👍 : 56 |
😃 : 8
Negative
Playtime:
47815 minutes
One of the best narrative generating games of all time. Seemingly endless mods and ways to play and still receiving amazing updates to date.
👍 : 19 |
😃 : 0
Positive
Playtime:
39423 minutes
Rimworld is a museum of bad game design and dirty developer practices.
Odyssey was a last straw for me. As many others, I want to like this game, but unlike many others, I can`t convince myself that I do.
Initially Rimworld managed to sell as concept and idea, which are loved by many - a storytelling sandbox colony manager.
But that "storyteller" part is just a lazy excuse for absence of any meaningful balance or in-depth mechanics.
To be short, your base gameplay always devolves into unending onslaught of infinite enemy hordes with stupid AI, because all major events are raids and stupid random events, such as diseases and random power network explosions. Devs just couldn`t come up with anything better, and their understanding of difficulty is very limited.
Base game is terrible. And Rimworld is notorious for it`s massive modding community. The only way to play Rimworld without starting to hate everything about it is with mods. And core game haven`t received any content updates in years, instead we get only DLCs.
And I say you that - modded gameplay is awesome and sometimes astonishing. Because it delivers on initial concept of a sandbox colony manager and adventurous gameplay, which creates actually interesting situations other than "another suicidal wave of 200 morons killed themselves in our meta killbox which we had to build because game design in this game is sнit".
As a matter of fact, modders just developed this game instead of devs, because a majority of mods are QoL. And oh boy, you gonna need them. Remember about bad game design? It is everywhere, even in small details.
Every mechanism which houses components will constantly break down, requiring you to waste already limited resources on repairs. It doesn`t add any depth to gameplay, all it adds is a source of tedium and irritation. Clothing and armor deteriorate over time, and there is no option to repair them. Yes, of course i can add mods that remove breakdowns and allow to repair armor or even remove deterioration, but those things had to be thought through by the devs, not fixed by modders. And don`t even start me that it is supposed to be that way, that`s just a very bad design choice.
And such things are all over the place.
Unfortunately, Ludeon has a habit of taking best and most popular mods out there and, without any credit to modders, they turn them into overpriced DLCs, which, in case of Odyssey, have even less content than original mod, and add even more idiotic mechanics.
In Odyssey, there is no space combat. You can`t leave the planet on a gravship and start NG+. You can`t attach spaceship parts of original endgame quest to your gravship to finish the game. When you leave a world tile using your gravship, this tile gets destroyed forever, if you haven`t built a special device which prevents the destruction.
Why in the world such mechanic even exists? I don`t care about lore implications, all I can tell from the design choice itself is that they had coding issues regarding tiles and had to add a crutch, or someone is just stupid.
DLC doesn`t change base gameplay, which, to this day, is riddled with obnoxious issues. It functions as one-time side quest, just as Anomaly did.
Community developed a stockholm syndrom towards devs, because latter have all the rights to use modders work for free without notice, and they even stated that in their EULA, and no one can do anything about it.
But I don`t want to support that or ignore, suppressing my critical thinking. All of the above is a great example of great game concept, ruined by unhealthy and greedy dev practices. When I play this game, I just feel abused.
And I would rather pay modders than devs. They do much more work, and they do it for free.
UPD: It seems that they just ripped code straight out of Carryalls mod, because using Odyssey`s shuttle I managed to replicate a notorious bug from said mod when your shuttle disappears into thin air with all colonists upon arrival to new tile. It is also impossible to accomplish peace treaty mission with shuttle.
But what killed me most is that they finally added heavy bridges, but paywalled them behind DLC instead of adding to the base game where they belong. That is just laughable.
P.S. Community is awful - clowns are getting butthurt from criticism all the time. You literally aren`t allowed to say anything bad about dev or the game, and I`ve seen some morons on steam forums who appear in all negative threads and defend RW.
👍 : 113 |
😃 : 17
Negative
Playtime:
38027 minutes
What can I say? I love Rim World.
If you like colony sims, there's nothing better than RimWorld. Nothing else will give you the same freedom without you having to delve into the world of certain ASCII games, which are still fun but, in my opinion, too complicated.
👍 : 45 |
😃 : 0
Positive
Playtime:
41335 minutes
While the game is quite fun, each run always ends up with you choosing some unexpected moral decisions.
For instance I always plan to become a raiding organ trafficker who enslaves children to work in the mines, but I always end up as a peaceful farming/ranching community and help every single beggar who comes along.
Still fun tho, since both are possible
👍 : 127 |
😃 : 35
Positive
Playtime:
6580 minutes
I thought the game would end. That I would uninstall it. That I’d move on.
That was before the leather.
RimWorld taught me things no other game dared whisper. It stripped away the facade. It showed me that survival isn’t noble. It’s just a series of ugly calculations. A pile of flesh balanced against a ticking hunger bar. There is no morality—only math.
It started in the game. Always in the game.
The first time I harvested a raider, it was necessity. No cloth. No muffalo. No trade ships. Just bodies—so many bodies. My colonists were cold. One shivered in bed, near death from hypothermia. The game gave me a solution. A menu option.
“Butcher Human (Details).”
I clicked. There was no music. Just the sound of slicing. Then warmth. Then silence. he coats fit perfectly. And suddenly, I saw the beauty in it. A brutal elegance. Every corpse became a resource. Every raid, a gift. I began to plan. I stopped capturing for ransom. I captured for yield. I calculated how many jackets a torso could give me before rot set in. Then I began naming the jackets. Each one carried a story. A life, repurposed. Raiders who screamed, colonists who begged, wanderers who chose the wrong path. They all became part of the colony. Eternal. Useful.
But the game wouldn’t stop. Even when I closed it, I could still hear the meat grinder. The squelch of skin on steel. I’d sit in meetings and wonder how many jackets I could make from everyone in the room. I’d watch the news and think, "That’s 60 kilos of raw material." It wasn’t a thought. It was instinct.
The colony had followed me home. I started building. Small things. Cooling systems. Drains. Bleach stations. Not real yet, just diagrams. But they felt right. Efficient. Optimized. I bought leather-working tools. At first, it was deer hide. Then pigskin. Then something unmarked, from a seller who didn’t ask questions. I practiced. I improved. I stopped shaking when I cut. And now, I wait. For the first opportunity. The first visitor. The first stranger who wanders too close. Because the colony never ended. I’m just playing it on a different map now.
👍 : 516 |
😃 : 359
Positive